Binary can be download at OneDrive as HBF_bin.zip
What's new?
BB)
- Finally fixed a bug with the seamless backgrounds with H/V speeds
- New methods TLayer.AddAnimation() / RemoveAnimationAt()
- Sprite animation flow moved to Tick()
- BB Rect calculated now on demand in sprites
- SetDefaultBB removed from sprites
- Some more functions inlined
- Default screen quicksort buffer sorting changed from 31 to 63 (in order to make it stable)
- Some warnings removed
- New TLayer.AsRect
- New TLayer GetAnimationInfo() and NewAnimation()
- New TLayer MoveCell() and MoveAnimation()
- New TSprite IsMoving()
- Collisions rotations matrix not calculated if no angle
- Bezier curves finally working properly
- New TWater class in sprites (based on springs)
- Collision matrix now check boundaries properly
- When drawing surfaces, if not angle set then rotation matrix are not calculated
- Layer cells with no tile but attribute also dispatch event OnReadCell
- TRandom.NextFloat(max) improved
- SpriteEngine.Render method cleaned a bit more
- TLayer.Render refactored
- Some important fields in sprites are now stored in variables (like width, height, bpp and colorkey), to make faster access
- More fields moved to TDummySprite so they can be inlined
- New sprite property Active
- TObjectEx now implements IData
HBF)
- New element Lamp that emits some light
- Ball now has bouncing delays
- UFo's laser now shrinks properly with colliding against solid stuff
- Coins can now be also affected by gravity
- New enemy mild
- New enemy torno
- Ray optimized a bit
- TrapDoor code was a bit messy
- New enemy Bouncer
- Falling blocks are activated when hero is close
- New TGameSprite.IsVisibleWithCam() in order to reduce the overhead in entities
- Spotlight hitting code improved
- Auxiliary sprites also get the Paused property from parent
- Trapdoor also kills enemies
- Arrows stuff moved to Tick()
- Arrows code cleaned a bit
- Spider net code improved
- Water will try to fill gaps
- Collision code improved
- Crushing code refactored
- Removed duplicated code for exploding bubbles
- Fixed some collision priorities with tiles and items when gravity is up
- Snow falls slower
- Collision against moving platforms with reversed gravity will work much better
- Collision against left and right slightly modified in order to be more accurate
- Blob was falling when it should not
- Book info instance reference was totally wrong
- More cases for collision against tile/item
- Bubbles when exploding become inactive (they are not gone since exploding takea a while)
- Only active platforms are checked
- Now HBF can also display yes/no dialogs
- Hero now always faces none when jumping
- Runes index was not set properly
- New class TNeutral
- New class TLight put it on top of tiles to make cool effects
- Blob and Weird now are gray based and then randomly colorized
- New element barrel, the only special thing is that inside water it floats...
- ApplyEnvironment removed
- Now fishes collapses if no water
- TNeutral = TStatic
- Pause code is more implicit (pause <> locked)
- New demos
- Grass only moves when hero is close
- New enemy Head
- Water flow refined
- Water/Lava improved
- Generic platform code refactored
- Bird moves are now based on bezier curves
- New enemy firebug
- Enemy thing now more stable
- Liquid stuff improved
- New gamesprite helpers SameRow() and SameCol()
- Bird now uses some TFuture<> for calculations
- GearWheel now detects properly slopes
- Slopes can be seen in debug mode
- Water now uses spring system
- Weird now keeps direction when current block disappears (so does no longer gets crazy)
- Now lasers also stops with items (not only tiles)
New dynamic water:
Some new traps:
Slopes...